Monthly Archives: September 2011

Halloween Horror 12, Start Your Engines!

The details are here…
It’s time to begin building worlds for Halloween Horror 12! Get to it! The winning names were invented by
Manitobabe, Darkguyhades, Felixrain (twice!), Megadog, Calthax, Pewskeepski, Iamagame, and Reactor. Congratulations an… Continue reading

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Korrode – New Game Preview

Korrode is a brand new game that I have just finished. You get to play the part of entropy as a racing rust spot zipping around corroding metal bolts. It’s a level based racer that combines aspects of puzzle and time trial agility games. My initial seed of an idea for the game was about crossing […] Continue reading

Posted in agility, entropy, Flash, game, Game Business, games, grit, grungy, industrial, korrode, new, playtomic, preview, promo, puzzle, race, rust, skill, sponsorship, trailer | Comments Off

A 30-day Funeral Quest tourney begins .. RIGHT NOW!

You’ve probably heard the legends of a mystical multiplayer Flash game that stunned all who played, a game that dared cover a topic so simultaneously wonderful and terrible that it changed all who touched it. But alas, it’s been offline for years, a distant memory that the elders would whisper of in hushed voices… UNTIL [...]

Related posts:

  1. Funeral Quest Tournament over – Congrats Moose
  2. Funeral Quest tournament starting today

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Posted in Development/RTsoft, Life | Comments Off

Getting Used to Accepting Payments

According to my git repository, yesterday was the one-year anniversary of the start of my first major commerical game project, Stop That Hero!.

I’m not celebrating because it’s not a good milestone to hit. I didn’t know how long it would be to take the Ludum Dare #18 prototype and make it into a . . . → Read More: Getting Used to Accepting Payments

Getting Used to Accepting Payments is a post from: GBGames – Thoughts on Indie Game Development

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Posted in Game Development, games, Marketing/Business, Personal Development | Comments Off

October Challenge 2011

October is a very special month at Ludum Dare. Here’s a post I just did on Gamasutra blogs. Hey! I’m Mike, an Independent Game Developer up in Canada, and one of the main people behind the Ludum Dare Online Game Jam event. I’m here to invite you to participate in a very special event we’re [...]

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Not dead yet!

So, looks like I haven’t been posting anything here in five months. That’s not too good. Making the PSP version of Tiny Hawk has taken a lot longer than it was meant to. There are multiple reasons for that, but I’m not going to go too much into t… Continue reading

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Tough decisions, interesting beginnings

So, if you’ve been following this blog for a while (like a year) you might recall last year’s “October Challenge” game called “Stealth Target” that I attempted to release as a paid beta game, which I then issued refunds for and then made a few vague efforts to revive and .. well .. I mean, [...] Continue reading

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The lol factor, super keyword, and overridable members

C++, my secret love I loled myself again internally when I realized I was – after thoughtful considerations – not really satisfied with my micropass system. It is hacky, often unadapted, and in the current implementation, terribly inefficient. And it … Continue reading Continue reading

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Project Bugle – Video Diary #1

I’ve decided to keep a video-diary of my new project! It’s my first time doing a video like this, but hopefully these will improve with time. Let me know if there’s anything about the game, or game development in general, that you&#… Continue reading

Posted in diary, game design, project bugle, youtube | Comments Off

Stop That Hero! Development Summary

The last time I wrote about Stop That Hero! development was in July. Here’s a quick summary of the work I’ve done since then:

Fixed memory bugs

I fixed a number of issues in July, specifically with weird corruption issues that seemed to result from the use of std::vector<bool> which is apparently not a real . . . → Read More: Stop That Hero! Development Summary

Stop That Hero! Development Summary is a post from: GBGames – Thoughts on Indie Game Development

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Posted in game design, Game Development, Geek / Technical, Linux Game Development | Comments Off

pygame on raspberrypi, pyconuk was awesome

Thanks to @ntoll I had a chance to play around with the raspberrypi alpha board at the pyconuk conference (which was a great little community conference with a big heart).That is it on the pink bubble wrap.  It’s hooked up to a monitor via the dig… Continue reading

Posted in pygame, python, raspberrypi | Comments Off

Bobble Headwise, Everybody

I’ve been working on something today, and I just wanted to get this little head’s up out there… I’m sure most of you know, but for those who don’t, and for those who aren’t properly obsessed yet, B.H.E. is coming!
Best Halloween Ever is an event here… Continue reading

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Vectrr

I spent much of this weekend playing around with Vectors. I had a lot of fun, and I’d like to bring this together.
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GigaSun Jet design: Parts and components

The Mechwarrior series is well known for catering to gearheads with all of the interchangeable parts and weapons (mostly weapons) that you have.   The feeling you get when customizing your own giant robot is the same feeling I wanted … Continue … Continue reading

Posted in game design, GigaSun Jet | Comments Off

VVVVVV Review

I recently picked up the Humble Indie Bundle 3 while it was available last August. It’s a great deal and a good way to support independent developers and charities. As part of the bundle, I received the popular, retro, gravity-twisting VVVVVV by Terry Cavanagh. The game is set some time in the distant future when space flight and teleportation [...] Continue reading

Posted in games, Links, Reviews, vvvvvv | Comments Off

Perilous Pearls!

Pedro And The Pearls Of Peril!
At long last, the game is released! This is totally one of the most fun and crazy games I’ve done, just pure mayhem and explosive violence. Obviously, that means I recommend it. Also, it has leveling up, so two thumbs… Continue reading

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jquery.shitsound.js – a shit sound player for web browsers

Yesterday, I made the first release of shitsound.jquery.shitsound.js is a shit sound player for web browsers. Listen (demo): http://rene.f0o.com/~rene/shitsoundSource code: https://www.bitbucket.org/illume/shitsoundUsed like this:$.snd.init({}, functio… Continue reading

Posted in javascript, pygame, python, web | Comments Off

Begin Hamumu Election!

Vote for your favorite Halloween Horror names here!
That’s right, we are inches away from that most Brilliant Holiday Excitement… and to prepare for the festivities, we need a selection of level names. Vote on them today! What are you waiting for!? Continue reading

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Battlefield 3 Open Beta

If you’ve followed my blog for a while, you know that I like my Modern Warfare games, and that I’m eagerly anticipating the next installment in November. Still, it would seem unfair of me to neglect to inform you of something as interesting as the Battlefield 3 Open Beta, coming September 29th. According to a [...] Continue reading

Posted in Battlefield 3, Electronic Arts, games, Links | Comments Off

All For One!

Warning: the following is a long thing, kind of about WoW, but about game design things in general.
So I was playing WoW the other day, taking my “main”, Cheezypoof the level 85 Hunter, (I don’t really have a main, but I do have one character I do achi… Continue reading

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